Colorful Maps v1.3 - More options !

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Solid-Head
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Re: Colorful Maps v1.3 - More options !

Post by Solid-Head »

DaveCooper wrote:I have a idea for this mod.
Night, Day, Dusk and Dawn mode. So you switch betwen normal cycles of the day.
You mean like an option individually for each ? That would be possible, but boring since you can get those things randomly with the right lighting and sky.
I've been messing around an option for cycles of the day in real time. Skies and lighting are set and change according to time :



Look cool, but I haven't figure a way to only make it work outside and not inside. It will also mess with the all skies and lighting options. May keep that as a special option for now.
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Whoah
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Re: Colorful Maps v1.3 - More options !

Post by Whoah »

If I remember correctly, dark doom z has a setting that changes whether or not the lights are dimmed for the sky sectors, and to what extent. So perhaps that could provide some insight, code-wise? Regardless, it's really cool to see someone making an environment based randomizer! Keep it up, man
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Solid-Head
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Re: Colorful Maps v1.3 - More options !

Post by Solid-Head »

Whoah wrote:If I remember correctly, dark doom z has a setting that changes whether or not the lights are dimmed for the sky sectors, and to what extent. So perhaps that could provide some insight, code-wise? Regardless, it's really cool to see someone making an environment based randomizer! Keep it up, man
There is but DarkdoomZ is wrote in Zscript and by extension, someone who actually know what the f*** he is doing. What I have is in ACS and I think its not possible to check if a sector as a specific textures.
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Whoah
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Re: Colorful Maps v1.3 - More options !

Post by Whoah »

Gotcha, makes sense
DaveCooper
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Re: Colorful Maps v1.3 - More options !

Post by DaveCooper »

Solid-Head wrote: You mean like an option individually for each ? That would be possible, but boring since you can get those things randomly with the right lighting and sky.
I mean you travel on the next map and it can be day, night, dusk or dawn choosen at random. No other weird collors, just theese 4.
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NightFright
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Re: Colorful Maps v1.3 - More options !

Post by NightFright »

I have made a standalone version of just the map colorization part of this (without any cvars, just drag-n-drop) and it's fantastic. Simple, beautiful and easy to use. Works with anything, not just Doom. Thanks a lot for this!

I just wonder if there was a way to exclude outdoor areas from colorization. Also an idea: Switch between random color and custom ones (selectable via slider). Maybe possible with ZScript, but anyway, this is already a great approach and makes many old maps look fresh and interesting again.
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Solid-Head
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Re: Colorful Maps v1.3 - More options !

Post by Solid-Head »

DaveCooper wrote: I mean you travel on the next map and it can be day, night, dusk or dawn choosen at random. No other weird collors, just theese 4.
Mmmh, I'll think about it.
NightFright wrote:I have made a standalone version of just the map colorization part of this (without any cvars, just drag-n-drop) and it's fantastic. Simple, beautiful and easy to use. Works with anything, not just Doom. Thanks a lot for this!
I just wonder if there was a way to exclude outdoor areas from colorization. Maybe possible with ZScript, but anyway, this is already a great approach and makes many old maps look fresh and interesting again.
Very cool ! You can share it here if you want, I'll put it in the first post. I've made version that work for zandronum too for someone on Discord. Its based on a old verrsion and still retain most of the function but no menu though:
http://www.mediafire.com/file/ssec0m06a ... m.rar/file

Yeah I forgot to mention that this work with basically everything if you deactivated some options. I've never really thoroughly test Hexen with it. Does color change again when you come back to the hub ?

As far as I know there is no way to detect outdoor with ACS without the need of an actor and even then still not sure if you could execute something out of it without a tag or such. That's why I'm not sure to release the cycle of day. Look very strange indoor. I'm pretty sure that its possible with Zscript and the effect is indeed seen in DarkdoomZ.
Chaddyboy
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Re: Colorful Maps v1.3 - More options !

Post by Chaddyboy »

Been playing this with Doom Complete. Starting with E1M1 and working all the way through until Plutonia Map 30. Awesome mod, man!
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NightFright
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Re: Colorful Maps v1.3 - More options !

Post by NightFright »

Standalone version of just the map colorization part without any cvar needed is in the attachment.

EDIT Jan 7:
Since I found that colorization tends to lower overall map brightness often noticably, I have added the sector light increasing script, but with lower values (range 50-100 instead of 100-150). Results are more pleasing to the eye now. Download v2 below to try.
Attachments
colorfulmaps_v2.pk3
Colorful Maps "Lite" v2
(1.19 KiB) Downloaded 126 times
colorfulmaps.pk3
Colorful Maps "Lite"
(1.12 KiB) Downloaded 78 times
Last edited by NightFright on Tue Jul 27, 2021 9:52 am, edited 1 time in total.
DYD
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Re: Colorful Maps v1.3 - More options !

Post by DYD »

Thank you. Just... thank you. This can be used both to cursed effect and to spice up existing maps. I can't stress enough how much we needed this. Now the only feature that could directly enhance this is an option for saving/loading colors so that interesting randomizations don't get lost.
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Yebudoom
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Re: Colorful Maps v1.3 - More options !

Post by Yebudoom »

Oh, this is lovely. Great work. I love mixing it with Smooth Doom (D64 weapons option), PSX sound caulking, and PSX music mod. This combo turns vanilla styled maps into D64/PSX Doom and the atmosphere is astounding.
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NightFright
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Re: Colorful Maps v1.3 - More options !

Post by NightFright »

I made another variant of my "colors only" spinoff. This one will allow you to adjust color RGB values and light intensity manually if you wish. You can also turn off the mod completely.

Notes:
- Options are located under "Display Options" > "Colorful Maps" (below "Dynamic Lights" option), but "Full options menu" must be activated first
- Default settings: Mod activated, random color/light settings (as before)
- Any change you apply will only take effect after restarting a map or loading a new one
- Color RGB values can be changed in steps of 15 (0-255 range), light intensity in steps of 10 (0-100 range)
- CVARs are not saved to ini (reset to default after you quit the game)
Attachments
colorfulmaps_v3.pk3
Colorful Maps "Lite" v3
(2.89 KiB) Downloaded 591 times
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